oc_diving_v9 (FIXED... maybe)

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destiny
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Post by destiny »

lol a harvest style map but this time you dive for stuff.
quite original.
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Beanbrains
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Post by Beanbrains »

Air pockets will be awkward because the source engine doesn't like water having differing surface-levels, so unless i make all air pockets be at sea levels, i get a pile of vis errors. So i cant really use air pockets to help people get deeper.


Axel_m3sh wrote:Wasn't there also a crystal model in the hl2 campaign? The one in Eli's lab where you look around and stuff and he shows you a laser doo-hicky
That model has parts of the laser doo-hicky stuck to it, sadly.

Also i have no experience in making models, so i guess i need to wait for more models to be put into the mod.
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Post by Datastream »

I have been testing this map for a while just now. I have recorded it and will probably upload that to youtube within a week. For now here are my findings:

- is negative and + is positive.
Negative/Bugs:

- Boats:
* Your sound remains in the boat itself while you are outside. In other words, everything is of lower volume when in a boat. [Important]
* When going out of a boat, you're sound remains in that boat for a while. So upon swimming or walking away from it, your volume will go lower until its muted. And then it pops back after a while. [Important]
* Hard to get back on the boat while in the water. [Not Important]
* When going in a boat you lose your weapons. When you go out a boat, you only get back what you had by default. In other words, you lose your bought or other way acquired weapons. [Very important upon adding monsters]

- The tray doesn't work right. The idea is wonderful but it doesn't work. When you put in objects and then close it and carry it around. The objects will spazz inside the box until they glitch out. When they glitch out they explode outside scattering them over a long radius. It does this with any number of objects. [Important]

- Oxygen tank is partially useless. It refills your health but not your oxygen. So when you're on the bottom and you're taking damage you have to keep getting health from it. But you're not able to keep working like that. So you have to use it to get back to the surface. In a way this is kind of bad. But still useful. [Not important]

- You can't buy weapons. Not that it's necessary since there is nothing to shoot. But I did use impulse 101 to do furthur testing. [Not important due to no use of them]


- The teleporter is way to sensitive. It teleports everything it touches, even boats and building blocks. Could be dangerous to a server. I haven't tested it by putting the exit and entrance in the same place and then throwing in a couple of objects to see if they would loop. But I think they would. When you build a house and try to put a teleporter on it, it will teleport your whole house. This is annoying if you put it on, but this is also VERY griefer sensitive. Whole houses can be destroyed like this in a matter of seconds. [Very important]

- You can't put treasure in your inventory. [Semi Important]

- Fishing is slow as hell. Or I just did something wrong, like not putting any bait on it. But I didn't have the patience for it. I stopped after 30 seconds of waiting. [Semi important ?]

Positive:
+ The boat is quite fast. Which is fun.
+ The uberharvester can fly anywhere. Which is fun.
+ Portable refinery works right.
+ Great concept!
+ Fun to build things

Conclusion:
You have still some things to work on so I would call this version oc_diving_B01 or something like that. This is not a finished product.

I would like to thank you for mapping for obsidian conflict. Especially for inventing a new concept.

P.S.: Return to City 17 campaign has an orange crystal in it. Find out how they use it. It might be the thing you need/want.
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Post by Vasili »

Blues, who made the Crystal model says you can use it.
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Post by Beanbrains »

Datastream wrote: Boats:
* Your sound remains in the boat itself while you are outside. In other words, everything is of lower volume when in a boat. [Important]
* When going out of a boat, you're sound remains in that boat for a while. So upon swimming or walking away from it, your volume will go lower until its muted. And then it pops back after a while. [Important]
Not really sure what causes these, will look into it later.
Datastream wrote: * When going in a boat you lose your weapons. When you go out a boat, you only get back what you had by default. In other words, you lose your bought or other way acquired weapons. [Very important upon adding monsters]
Doesn't happen when i play it singleplayer, but then again merchant npc's don't work on any map when i play singleplayer, and a number of other weird things happen. Does this happen for anyone else? Did the merchant npc in my map not work?

Edit: Turns out stuff works properly if you play singleplayer with max players set to something other than 1, the merchant worked for me.
Datastream wrote: - The tray doesn't work right. The idea is wonderful but it doesn't work. When you put in objects and then close it and carry it around. The objects will spazz inside the box until they glitch out. When they glitch out they explode outside scattering them over a long radius. It does this with any number of objects. [Important]
Yeah, i noticed this, was planning on parenting whatever was put inside to the tray when the lid closes, but it it wasn't letting me parent !activator to !self.
Datastream wrote: - Oxygen tank is partially useless. It refills your health but not your oxygen. So when you're on the bottom and you're taking damage you have to keep getting health from it. But you're not able to keep working like that. So you have to use it to get back to the surface. In a way this is kind of bad. But still useful. [Not important]
I wanted it to reset AUX power but couldn't find a way, is there one?
Datastream wrote: - The teleporter is way to sensitive. It teleports everything it touches, even boats and building blocks. Could be dangerous to a server. I haven't tested it by putting the exit and entrance in the same place and then throwing in a couple of objects to see if they would loop. But I think they would. When you build a house and try to put a teleporter on it, it will teleport your whole house. This is annoying if you put it on, but this is also VERY griefer sensitive. Whole houses can be destroyed like this in a matter of seconds. [Very important]
Fixing that now, sticking a bunch of filters in so it can't teleport other teleporters, boats, and anything else inappropriate.
Datastream wrote: - You can't put treasure in your inventory. [Semi Important]
That's because the treasure is made of physboxes, and im not really sure if sticking treasure in the inventory would be a good idea - whats the point in trays, boats, etc if you can just poof it into your inventory?
Datastream wrote: - Fishing is slow as hell. Or I just did something wrong, like not putting any bait on it. But I didn't have the patience for it. I stopped after 30 seconds of waiting. [Semi important ?]
I set fishing to take between 5 - 15 seconds, assuming the hook is deep enough in the water (this being 32 units deep). The hook must stay that deep or the timer will reset. Also there is no bait, i don't really want the fishing to take over the map.

Oh, and thanks for pointing out bugs and such, i kept forgetting what i was working on :P.
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Post by Datastream »

You're welcome.

Whenever I test maps, I have the listen server in the standard settings. Aka, 4 max players, no forcing a game mode or anything else that could change the gameplay. The merchant didn't work for me and the problem did occur. I don't know why it does work with you.

About the tray: I found out a way how to make a proper box, but mainly I kind of found out by looking at paysan. He makes a teleporter inside the box which gets activated when the lid is closed. So all the stuff gets teleported to some other place and thus keeping the box clear of glitching. When the lid opens, all the stuff is teleported back.

The point of the inventory is because the tray doesn't work. :p
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Post by Gary »

Merchant worked for me.

By the way, I went through a teleporter and apperently the receiver was flipped on it's side and once I went through, my screen bent at 45 degree angle, as if I broke my neck.
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Post by destiny »

you mean the titanic view?
it happens at alot of teleporters.
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Post by Beanbrains »

Gary wrote:By the way, I went through a teleporter and apperently the receiver was flipped on it's side and once I went through, my screen bent at 45 degree angle, as if I broke my neck.
Fixed that now (well, mostly) by messing with the keepupright entity and carry angles (its still possible to jump through the teleport before it settles, but you can fix that by jumping through again).

Version 2 uploaded.

Can anyone else confirm the losing items when leaving a boat thing? I don't lose them :?

Does anyone have any idea how to get ichthy's to fade corpses or at least not dance when killed? (I set them to fade corpse in both the npc_ichthyosaur template and npc_template_maker's). It looks really silly and will probably clog up any server that tries to host this.
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Post by fug4life »

Add OnDeath !self (or targetname) kill ,for the ichys.
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'She has zero tolerance for idiots'.

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Post by Shana »

destiny wrote:you mean the titanic view?
it happens at alot of teleporters.
That "titanic view" bug could actually be a good controllable feature, and then let it simulate physics too.
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Post by Gary »

fug4life wrote:Add OnDeath !self (or targetname) kill ,for the ichys.
Don't do targetname unless they all have different ones. And give the it a large delay or else they will disappear the instant you kill them and that looks unattractive.
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Post by fug4life »

Zombine that^
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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Post by Beanbrains »

Doesn't work properly, if i make there be no delay, only some weapons make the corpse vanish (eg crossbow) while others (eg pistol) make the corpse stay... weird. If i put a delay on, the corpse stays nomatter what. :(
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Post by Shana »

try using game_ragdoll_manager
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